I've worked as a fiction writer for about a decade now, largely in the world of video games. I won't say I wouldn't be doing this without Quest for Glory (or Hero's Quest, as my ten-year-old self will always think of it), but those games absolutely shaped my sense of what was possible in an interactive narrative.

Breaking down plots with other writers, I've repeatedly used Trial by Fire as an example of the Right Way to generate player emotional investment in a city setting--not just by giving the player quests involving a place's residents and history, but by creating a large and rich supporting cast with attitudes that evolve slowly and subtly. Other games have tried it, of course, but few have executed it as well.

Shadows of Darkness remains one of my touchstones for how to give a player the chance to make All Things Right--not requiring it, but allowing players who want the happiest ending for everyone to actually achieve it. (Yes, I saved the Rusalka.)

To this day, I'm still comforted by how few "bad guys" the series had (Ad Avis and the Demon Wizard are the only ones who spring to mind)--my bleeding heart wishes there more modern games that didn't insist on having a Guy You Hate and Kill.